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Mike Pall <> wrote:
> Does the same thing happen if you load the DLL from C with
> LoadLibrary()? For better comparison use the same C compiler
> as you've used for LuaJIT.

Yea, it does, so it seems like it's a problem with the DLL itself. A
quick google yielded this topic:
which may be the problem, as the library stores the error messages as
well as the availability of certain OpenGL extensions in global
variables. Other than that, I'm at a loss as to what is causing it.
Any ideas?

Again, thanks for the help.